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Spells:
Clairvoyance
Flash
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
Changelog
3/14/11 PI DAY LOL
Guide created
3/15/11
Release Notes v1.0.0.113
Lux
Prismatic Barrier shield increased to 60/85/110/135/160 from 50/75/100/125/150
Finales Funkeln ability power ratio reduced to .75 from .85
Shield buffed slightly, ultimate nerfed slightly. The early point in the shield early game shields an extra 20 damage (because it boomerangs). Not THAT great, but it can help sometimes.
Lux's ult got nerfed slightly with the lower AP ratio. :( This nerf doesn't hit her very hard. Once you got, say, 500 AP, it'll do 50 less damage.
3/18/11
Added screenshot section, fixed a few errors, resized icons from 64 to 48
7/1/11
Changed pros and cons a bit, added another screenshot, changed item build
Pro]s
- Her amazing range = good harass
- Clairvoyance is a great tool to set up your ult with
- With correct positioning and skill order, can do almost half of squishies' health at level 2
- One of the funnest champs to play
- Plenty of CC
Cons
- Squishy; prone to being focused
- Long cooldowns early game
- Won't do too much damage to tanks
- Somewhat mana hungry early game
- Her amazing range = good harass
- Clairvoyance is a great tool to set up your ult with
- With correct positioning and skill order, can do almost half of squishies' health at level 2
- One of the funnest champs to play
- Plenty of CC
Cons
- Squishy; prone to being focused
- Long cooldowns early game
- Won't do too much damage to tanks
- Somewhat mana hungry early game


For summoner spells, what you pick really depends on your preferences. As for me, I like to take Clairvoyance and Flash as my spells.
I take these two spells because Clairvoyance is a very useful spell, especially when used to set up her ult. It's also a great support spell in general. Since its cooldown is quite short, especially with it improved, you can use it often to check the river for ganks, spot the enemy jungler, check bushes before you enter, etc.
I take Flash as my escape spell. The reason why I don't take Ghost is because part of her ability to escape also lies within her snare and slow. If you can flash away and immediately land a snare, you're almost guaranteed to live. You can drop your slow right in front of the snared enemy to further hinder their path.
Other viable choices in my opinion are:
Ignite, Exhaust, Teleport, Ghost if you prefer it over Flash, and Clarity if you spam spells a lot.
Spells to avoid:
Revive, Heal, Rally, Smite, Fortify, and Cleanse.
As for masteries, I use a standard 9/0/21 caster setup, taking improved Clairvoyance and Flash. If you use Ghost, Teleport, or Clarity, make sure to take the point in those in the utility tree. If you take Exhaust, give up the 1 point of critical chance for it. If you take Ignite, don't bother improving it; the 15% magic penetration is much more important.








When I recall, I try to pick up





If you have still have gold after buying your boots, also pick up a

If you are roflstomping the other team, or if you are simply getting a lot of assists, buy a






After your boots / Lich Bane, you have a few options. You can go straight for


Next, build your


For your last item, you can choose one of the following:






Such a nice passive early game. This will enable you to burst a couple hundred damage as early as level 2. It also synergizes well with Sheen and Lich Bane. It's also great for farming minions and neutral creeps. One E spell can put this passive on every minion in a wave if done correctly.

A linear skillshot. Really good spell for chasing, ganking, and stopping enemies straight in their tracks, especially with its long range. It not only snares one, but two targets. You would use this spell first in order to initiate your basic spell combo available at level 2.

A commonly overlooked skill. It has saved my life countless times in all phases of the game. Early game, use it when your lane partner (or you) are hitting the enemy or running, or when you know you're about to take damage (ex: Karthus' ult or Zilean's annoying Time Bombs). Later in the game, you'll want to spam this whenever it's available in teamfights (it actually shields a good amount of damage - twice!) Make sure you learn how to aim this as well, as it acts like a boomerang.

Amazing harassment spell early game. Combined with your snare, it can do tons of damage to squishies. It also provides sight of wherever you put it, so feel free to toss it in a bush if you're unsure if enemies are in it. Also use this spell to farm minions and slow chasers or runners.
finales funkelnFinales Funkeln - After gathering energy, Lux fires a beam of light that deals 300/400/500 (+75% ap) damage to all targets in the area.
Omfg. Can you say funnest ult ever? Don't be afraid to use it often after you get this baby to level 2. The cooldown at level 1 is almost like a regular ult, and you never know when you'll need to snipe somebody. Once you hit level 6, if you know there's an enemy champion with around 300~ health, they're an easy kill. You just have to get close enough to land your Lucent Singularity, and the rest is all aim. If they have under 250 hp, don't be afraid to simply Clairvoyance next to their turret or wherever they are and unleash your laser. With 40% CDR, your ultimate will have a cooldown of 36 seconds at level 2 and a measly 24 seconds at level 3. Amazing, right?
Skill Order
Take one point of Q at level 1 and leave it there. Next, raise your E two levels. At level 4, take one point of W. At this point, the priority is R > E > Q > W.
You can choose to take a point in E first instead of Q; It's up to your playstyle.
Lux is best in a duo lane, but she can do well in a solo lane as well. If you are in a 1v1, just last hit minions until you hit level 2. At that point, you can choose to get in a position to land your snare, followed by your E with basic attacks in between. This will do a great amount of damage to squishies and make your opponent more cautious.
For 2v2, just last hit creeps again with your partner. Don't try anything too cute until you hit level 2, at which point you can start harassing your opponents. Be very cautious after you have launched your Q and E, however. You are very vulnerable, as they both have long cooldowns early game. Try not to push your lane by autoattacking nonstop. If they push to your turret, drop your E and hit as many minions as you can, and proc Illumination on the weak ones. Also watch out for if they try to harass you under your turret. If timed correctly, you can snare an enemy for 2 seconds while they are taking turret damage. This has led to a first blood for me several times due to enemies being careless.
In a 1v2 situation, use your range to your advantage and last hit creeps. Let them push to your turret, and burst down the creeps with your E. You may try to harrass the squishier one, but be cautious of his laning partner. Lux is extremely squishy.
In all cases, do not push your lane too far so that: 1. your jungler can gank, and 2. the enemy jungler can't gank. Use Clairvoyance to track enemy junglers and to check for ganks. Once you hit level 6, you can easily kill an enemy using your basic spell combo combined with your ultimate.
1. Light Binding
2. Lucent Singularity (don't blow it up yet)
3. Basic attack
4. Basic attack again, but before it hits the enemy, blow up Lucent Singularity
If done correctly, you will have inflicted a lot of damage on your enemy. You can vary this combo if you'd like by throwing a basic attack right after you land your Light Binding, followed immediately by Lucent Singularity and another basic attack.
1. Light Binding
2. Lucent Singularity (don't blow it up yet)
3. Finales Funkeln (it will proc the Illumination charge from Light Binding
4. Basic attack
5. Basic attack while blowing up Lucent Singularity
With this combo, you have the chance at proccing three Illumination charges. However, the snare time will have ended by the time you do your first basic attack. Landing your ultimate while the enemy is still snared ensures a hit, and thus should be used right after the snare.
For 2v2, just last hit creeps again with your partner. Don't try anything too cute until you hit level 2, at which point you can start harassing your opponents. Be very cautious after you have launched your Q and E, however. You are very vulnerable, as they both have long cooldowns early game. Try not to push your lane by autoattacking nonstop. If they push to your turret, drop your E and hit as many minions as you can, and proc Illumination on the weak ones. Also watch out for if they try to harass you under your turret. If timed correctly, you can snare an enemy for 2 seconds while they are taking turret damage. This has led to a first blood for me several times due to enemies being careless.
In a 1v2 situation, use your range to your advantage and last hit creeps. Let them push to your turret, and burst down the creeps with your E. You may try to harrass the squishier one, but be cautious of his laning partner. Lux is extremely squishy.
In all cases, do not push your lane too far so that: 1. your jungler can gank, and 2. the enemy jungler can't gank. Use Clairvoyance to track enemy junglers and to check for ganks. Once you hit level 6, you can easily kill an enemy using your basic spell combo combined with your ultimate.
Basic spell combo
1. Light Binding
2. Lucent Singularity (don't blow it up yet)
3. Basic attack
4. Basic attack again, but before it hits the enemy, blow up Lucent Singularity
If done correctly, you will have inflicted a lot of damage on your enemy. You can vary this combo if you'd like by throwing a basic attack right after you land your Light Binding, followed immediately by Lucent Singularity and another basic attack.
Basic spell combo + Ultimate
1. Light Binding
2. Lucent Singularity (don't blow it up yet)
3. Finales Funkeln (it will proc the Illumination charge from Light Binding
4. Basic attack
5. Basic attack while blowing up Lucent Singularity
With this combo, you have the chance at proccing three Illumination charges. However, the snare time will have ended by the time you do your first basic attack. Landing your ultimate while the enemy is still snared ensures a hit, and thus should be used right after the snare.
During this period, you want to always stick with your teammates. Lux is squishy and extremely easy to take down. Because of this, she relies on teammates to protect her. If a fight breaks out near you, by all means go to it and drop your spells. You want to throw your CC at the squishy targets if possible. If not, just throw it at whoever is nearest. One snare is better than no snare. Remember to cast your shield on as many teammates as possible. Try to hit as many enemies with your E as possible, and use your ultimate to proc as many of the Illumination charges as you can to maximize damage output. While your spells are on cooldown, stay back and try not to draw any attention. This is why CDR is essential to a good Lux - her role in teamfights is to spam her spells, CC enemies, and shield her allies.
Golem and Lizard Buffs
The blue golem on Summoner's Rift is a huge asset to any Lux. It gives immense mana regeneration and a hefty amount of CDR. And since you have the buff duration mastery, you would be a good choice to take it. Remember to ask your teammates if it's ok for you to have it first, though. They'll thank you later.
The lizard buff on Summoner's Rift is only good for dpsers, both melee and ranged. It activates on basic attacks and slows the enemy and deals additional damage based on the target's maximum health. If possible stay away from this buff and, give it to a more capable teammate.
Golem and Lizard Buffs
The blue golem on Summoner's Rift is a huge asset to any Lux. It gives immense mana regeneration and a hefty amount of CDR. And since you have the buff duration mastery, you would be a good choice to take it. Remember to ask your teammates if it's ok for you to have it first, though. They'll thank you later.
The lizard buff on Summoner's Rift is only good for dpsers, both melee and ranged. It activates on basic attacks and slows the enemy and deals additional damage based on the target's maximum health. If possible stay away from this buff and, give it to a more capable teammate.
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